Audio Damage Other Desert Cities Audio Damage User manual

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Other Desert Cities User’s Guide
Audio Damage, Inc.
Release 1.0
15 August 2021
The information in this document is subject to change without notice and does not represent a commitment on the part of Audio Damage, Inc. The software
described by this document is subject to a License Agreement and may not be copied to other media except as specifically allowed in the License Agreement.
No part of this publication may be copied, reproduced, or otherwise transmitted or recorded, for any purpose, without prior written permission by Audio
Damage, Inc.
© 2021 Audio Damage, Inc. All rights reserved.
Credits
Software Design and Construction, Documentation
Chris Randall
Adam Schabtach
Field Testing
Eric Bean
Stephen Boyd
Steve Hamann
Matthew Lyon
Jeff Laity
Michael Southard
Presets
Chris Randall
Matthew Lyon
Red Means Recording
Time Rival
Made Possible By
Elle
Tracie
License Agreement
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Introduction
Thank you for purchasing Other Desert Cities, our multiple-mode delay-based effects plugin. Rather than following the main thoroughfare of delay plugins
intended to obsessively recreate hardware units long since passed, Other Desert Cities takes you down less-traveled roads. We visited a number of
contemporary effects, both hardware and software, while seeking inspiration. The result is half a dozen different processing modes, whichlike the cities of
Arizona whose names they bearhave both common characteristics as well as individual charms. In addition, like heat rising from a long, flat highway, a
diffusion processor creates shimmer and blur. Finally, a flexible modulation system adds curves and bumps.
We had a great deal of fun creating Other Desert Cities and hope that you enjoy exploring its possibilities. Happy travels!
System Requirements
The following table summarizes the operating system requirements and provided formats for Other Desert Cities:
Operating System
Minimum Version
Formats
macOS
10.11
AudioUnit, VST2, VST3 and AAX, 64-bit; Apple M1 code
present except for AAX (at time of writing)
Windows
8.1 x64
VST2, VST3 and AAX, 64-bit
iOS
iOS 11 or iPadOS 13
AUv3, standalone app with IAA
To use Other Desert Cities, you’ll need a host application such as Ableton Live, Steinberg Cubase, Apple Logic, Avid ProTools, etc
1
. We assume that you are
familiar with using plugins with your host. If you have general questions about using plugins with your host, please refer to its documentation.
The iOS versions of Other Desert Cities require an iPad; newer models will provide better performance.
Demonstration Version
We encourage you to download and try the demonstration version of Other Desert Cities before purchasing it. The demo version of Other Desert Cities is the
same as the regular version, but has the following limitations:
Presets cannot be saved, nor can parameter values or other settings. This includes the information usually stored by your host DAW. If you save a
DAW session with an instance of the demo version of Other Desert Cities, Other Desert Cities will revert to its default state when you reload the
session.
Other Desert Cities will cease to generate audio at all 20 minutes after you add it to your DAW session. You can remove it and add it again, but it will
revert to its default state.
1
Product names and plugin format names are copyrighted by their respective owners.
Overview
In brief, Other Desert Cities is comprised of two delay lines, a diffusion processor, and a variety of signal-routing and gain controls. The delay lines operate
together in one of six algorithms
2
, or modes of operation. These algorithms provide six different personalities, ranging from a basic stereo delay to oddities
with variable speed and direction. The diffusion processor’s effect ranges from subtle blurring and smearing to reverb-like washes. A pair of low-frequency
oscillators and an envelope follower serve as modulation sources for adding periodic changes and signal-responsive dynamic effects.
For brevity in this document, we’ll often abbreviate Other Desert Cities as ODC.
Common Controls
There are four knobs with associated switches that are always visible in ODC's window, regardless of which central pane is active. These four are the knobs
you'll use most often when dialing in the effect you're after. They are:
Pane Selectors
ODC's window has a central area or pane which displays three different groups of controls, one group at a time. These groups are:
The Algorithm pane, with controls specific to one of ODC's several algorithms
The Diffuser pane, with controls for the diffusion processor
The Levels pane, with controls for setting signal levels at several points inside the plugin
Switch between these three panes by clicking one of the three small icons to the left of the pane.
Time 1 and 2
The Time 1 and Time 2 knobs at the left of the plugin's window set the length of the two delay lines. Many of ODC's algorithms have other controls which affect
the delay time, but the Time 1/2 knobs are your first stop for setting the initial delay setting. Their value is expressed in seconds, shown below each knob.
The maximum time is two seconds.
2
The word algorithm gained an unlikely inclusion in the music technology vernacular in 1979 when it was used by Eventide on their H949 Harmonizer. The user manual defined it
as “a precise, describable process which acts upon or modifies inputs in a specific manner.” In the context of Other Desert Cities, it means mode of operation or way of messing
around with audio.
The clock-shaped sync switches to the right of either knob cause the delay times to synchronize to the tempo setting of your host DAW.
Turn on the sync switch and the delay time switches to metrical units rather than seconds, e.g. "1/8" represents an eighth note. Dotted
and triplet note lengths are indicated with “D” and “T” respectively. When sync is engaged the delay times will change in response to
changes in your DAW's tempo, freeing you from the need to change the time manually.
When the sync switch is on, the maximum delay time is ten seconds, which works out to two measures at a tempo of 48bpm.
Regen
The Regen (short for Regeneration) knob feeds some of the signal emerging from the delays back into their inputs. As you turn the knob
up, more of the signal is fed back. This causes the delayed signal to repeat. If the Regen is set to zero, you'll hear a delayed copy of the
input sound only once (or more, for some algorithms such as the Thermal multi-tap mode). As you turn the knob up, you'll hear the
sound recirculate through the delays, gradually fading out. Turning the Regen knob fully clockwise makes the sound repeat more or less indefinitely, although
many algorithms will change the sound substantially as time goes by and the signals recirculate through the delay processor. The percentage indicator below
the knob indicates approximately how much of the delayed signal is fed back to the inputapproximately because each algorithm has a slightly different gain
structure and feedback path. Regeneration is also affected by the Regen Balance knob described below.
The Loop switch to the left of the Regen knob engages a different regeneration path. Turning this switch on makes the sound repeat over and over with little
or no change. Some of ODC's algorithms inherently modify the signal, making a perfect loop impossible, but in general the Loop switch will cause indefinite
repeating with less change and more stability than setting the Regen knob to 100%.
Mix
The Mix knob sets the mixture of the original signal entering the plugin (the "dry" signal) and the signal generated by the plugin's
delays, filters, etc. (the "wet" signal). At a fully anti-clockwise setting, you'll hear only the dry signal. At the opposite extreme, you'll
hear only the wet signal. Intermediate settings give you a proportional mix of the two signals; at the center position you get equal
amounts of both. The Mix setting is shown as a percentage of the wet signal below the knob. Use a setting of 100% if you're using the
plugin as a send effect, and something around 50% if you're using it as a channel-insert effect. The signal mixture is also affected by the
Wet Balance knob described below.
If you turn on the lock switch to the left of the Mix knob, the mix setting won't change when you load presets. The mix setting is always
stored in presets but is retrieved only when the Lock switch is off.
Diffuser Pane
In addition to the two delays and their six modes of operation, ODC contains a diffusion processor, or diffuser for short. The diffuser is composed of delay-
based filters that soften and smear audio passing through them. Each filter is modulated by a low-frequency oscillator (LFO). This modulation prevents the
filters from resonating at any specific frequency but can also be used to create unusual tremolo-like effects.
If ODC were a reverb effect, the Size knob would control the apparent size of the simulated reverberant space. The Size knob sets the lengths of the delays
used within the diffuser. Turning the knob clockwise increases the delay times and generally makes the effect sound thicker or more smeared-out. If both the
Delay time and Diffusion knobs are turned to a fairly high value, the diffuser will sound somewhat like a reverb processor.
The Size knob interacts with the Depth knob in the sense that at longer delay times the modulation LFOs change the delays over longer time intervals. In
other words, the effect of the LFO modulation will be more audibly apparent at higher settings of the Size knob.
The Diffusion knob controls how much the diffuser softens or smears the audio passing through it. If this knob is rotated fully anti-clockwise, the diffuser is a
collection of short delays and will produce an effect similar to a simple chorus processor. Rotating the knob clockwise increases the amount that the diffuser
smears the audio.
The Lo-Cut knob engages a high-pass filter at the diffuser's input, removing low frequencies. Turn this switch on to reduce muddy build-up or rumbling,
particularly when you have the global Regen knob turned up.
The Mod Rate knob sets the speed with which the filters are modulated (changed) by the diffuser's low-frequency oscillators (LFOs). As you rotate this knob
clockwise the modulation rate increases. At low rates—within the first half of the knob’s rotation—the modulation is usually not noticeable and serves to
prevent the diffusion network from resonating and ringing. At higher settings, particularly if the Depth knob is also turned up above 50%, you'll hear unusual
modulation effects.
The Mod Depth knob determines how much the delays within the diffuser are modulated. If this knob is rotated fully anti-clockwise, the delays are not
modulated at all, and the diffuser creates an unchanging effect that can be prone to a metallic ringing timbre. As you rotate this knob clockwiseeven
slightlythe LFOs vary the lengths of the delays in the diffuser, removing the ringing and imparting a smearing effect. The further you rotate this knob the
more the delays are changed. You will often find that the Mod Depth, Mod Rate, and Size knobs all need to be adjusted together since their individual
influences over the diffuser’s sound are interdependent to some extent. For instance, you may find that decreasing the Mod Rate when you increase the Mod
Depth produces a better sound.
The Mix knob controls the relative amounts of the original, unprocessed (dry) signal and the processed (wet) signal in the diffuser's output. Use this knob to
control the overall amount of the chorusing effect. When the knob is rotated fully anti-clockwise, you'll hear only the original signal. As you rotate the knob
clockwise, the amount of wet signal increases and the amount of dry signal decreases. At the center "12 o'clock" position, there is an equal amount of wet
and dry signal in the output. If you rotate the knob fully clockwise, you'll hear only the processed signal. The best setting for this knob will vary widely
depending on your source material, the overall sound character you're trying to achieve, and the settings of the other knobs, so try everything from just a
touch to 100% wet. Also note that in most of ODC's algorithms the diffuser is placed within the feedback path for the delays, so successive repeats of delayed
sounds will become more smeared out each time they pass through the diffuser.
Levels Pane
This pane contains knobs for setting input and output levels, panning, and various other gain adjustments within ODC. There are also a pair of vertical meters
which display the activity of the signals entering and leaving the plugin.
Input
The controls at the left side of the pane affect the loudness of signals as they enter the plugin. From top to bottom:
The Mute button simply turns off the input signal, in a nice click-free manner. It's handy for killing the input signal without changing the level knobs.
The Input Balance knob attenuates either the left or right input signal, changing the levels of the input signals relative to each other. If it's at the center
position, the signals aren't affected. Turn the knob to the left and you'll hear less of the right input signal; turn it to the right and you'll hear less of the left
input signal. Setting it to either extreme silences the opposite signal.
The Input Level knob attenuates both input signals equally. Rotating it anti-clockwise reduces the loudness of both signals entering the delays. Note that this
knob does not affect the unprocessed signal which passes through the plugin; that’s what the global Mix knob is for.
The meters to the right of these controls show you the relative levels of the signals after they're altered by the controls.
Panning
The knobs in the center of the pane affect the stereo placement of the signals as they leave the plugin.
The Width knob reduces the apparent stereo width of the output signals by blending the left and right signals. While hard-panned, pitch-altered delays are a
wondrous effect, sometimes a more subtle stereo placement is appropriate. When the Width knob is set fully clockwise, and if the Delay 1 Pan and Delay 2
Pan knobs are set to their extremes, the output channels remain independent, giving you the widest possible stereo effect. Rotate it all the way anti-
clockwise and both output channels have the same signal, giving you a monophonic output.
The Regen Balance knob attenuates the feedback for the delay processors, as set by the Regen knob. If left at its center position, both processors will have as
much feedback as shown by the Feedback knob. Rotate the Regen balance towards the left and the feedback level for Delay 1 reduces. Rotate it towards the
right and Delay 2 will have less feedback. The net effect is that repeating sounds will fade out equally if the knob is at its center position and fade out more
rapidly on one side or the other if the knob is rotated to that side.
The Delay 1 Pan and Delay 2 Pan knobs set the stereo placement of the two delay processors. They work in conjunction with the Width knob described above.
Turning the Pan knobs left and right moves the output of the corresponding delay processor between the plugin's left and right output channels. Leave them
at their left and right extremes respectively for normal stereo operation or modulate them with an LFO for moving delay effects.
Output
The knobs at the right of the pane affect the loudness of the signals as they leave the plugin. The meters marked Output show the relative levels of the
signals after these knobs, and the panning knobs, exert their influence.
The Wet Balance controls the relative loudness of the signals emerging from the two delay processors. Rotating it to the left attenuates the Delay 1 processor's
signal, rotating it to the right reduces the Delay 2 signal.
The Output Level knob simply sets the overall loudness of the output signals.
Algorithms
ODC has six different operating modes, called algorithms. Each algorithm processes audio in a different manner; only one algorithm is active at any time.
They're all based on digital delay processesthat is, recording a signal in your computer's memory and playing it back later. As such, they all share the
common controls like Time 1 and 2, Regen, Mix, and all of controls in the Levels pane. They also all share the diffusion processor and its controls. Their
differences lie mostly in how they play back the recorded audio, for example, by playing it backwards or at a different speed.
The six algorithms are named after small cities in Arizona. With a brief description of their behavior, they are:
Desert Shores - a straightforward stereo delay with saturation and filtering
Mecca - plays the delayed signal backwards, with attention to smooth reversal
Cactus - plays the delayed signal at any speed from zero to twice normal, in either direction
Thermal - a multi-tap delay with up to 16 output taps
Mirage - a hybrid of a variable-speed delay and a multi-tap delay
Sky Valley - a granular delay
None of the algorithms attempt to exactly model any specific hardware device, but several were created after our close examination of a few of the more
interesting guitar pedals and other delay processors currently on the market. We'll describe each one in detail in the following sections. We’ll focus on what
makes each algorithm different from the others; bear in mind that everything we’ve said so far about the global controls, the diffuser, and the modulation
features applies to each algorithm. In some instances, we’ll mention how the idiosyncrasies of a particular mode cause the global controls to operate in a
different manner than usual.
Filters
All of ODC’s algorithms have filters for altering the tone of the delayed signals. Depending on the algorithm, there is either a pair of knobs or a single knob for
controlling the filters.
In algorithms with two knobs, the Low Cut and High Cut knobs control a pair of filters which shape the tone of the delayed signal. As its name suggests, the
Low Cut knob controls a filter which removes lower frequencies. Turning it up removes frequencies less than the number shown below the knob. The High Cut
knob has the opposite effect: turning it up removes frequencies higher than the number displayed beneath the knob. In general, turning up the Low Cut
makes the sound thinner or brighter, while turning down the High Cut knob makes the sound duller or warmer.
A couple of the algorithms combine the filter controls into one knob labeled Color. If left at its center position, both filters are open, leaving the sound
unaffected. Turning the Color knob clockwise removes low frequencies, making the sound brighter; turning the knob anti-clockwise removes high frequencies,
making the sound darker. Under the hood the Color knob uses the same low- and high-cut filters as other algorithms, but one knob controls both.
Crossfeed
Some of ODC’s algorithms have a knob labeled Crossfeed. The Crossfeed knob changes the path by which signals are fed from the output of the delays back to
their inputs. Usually only the output of the delay is fed back to itself, i.e., the output of Delay 1 goes back to Delay 1, and the output of Delay 2 goes back to
Delay 2. Turning up the Crossfeed knob sends an increasing amount of each delay's output to the other delay: some of Delay 1's output goes to Delay 2, and
vice-versa. If you turn it fully clockwise, each delay line receives only the signal from the other delay. This knob works in concert with the Regen knob; the
Crossfeed knob doesn't have any effect unless you turn up the Regen.
Desert Shores - Stereo
The Desert Shores algorithm provides a relatively utilitarian stereo delay. If you’re familiar with other delay plugins you won’t find any surprises here,
although you may appreciate the seamless cross-fading and high-quality interpolation we use. We want ODC to become your go-to plugin for all delay-effect
needs, so as such we needed to provide a mode for those numerous occasions in which a simple delay is all that’s needed to get the job done. Of course, the
modulation features and the diffuser can move Desert Shores into more exotic territory with little effort.
Turning up the Saturation knob imparts mild distortion on the signal passing through the delay. All hardware delays of yesteryear had at least a small amount
of inherent distortion. While we may not have appreciated that at the time, once we had perfect digital delays we realized that the distortion is part of the
charm of vintage units. Distorting the delayed signal helps separate it from the original signal, letting it recede into the background as it repeats and fades
out.
The Spread knob affects the time of both delay lines, offsetting the times set with the Times 1 and 2 knobs. It is a bidirectional control and has no effect when
left at its center position. Rotating it to the right from center increases the time of Delay 1 while decreasing the time of Delay 2; rotating it to the left has the
opposite effect. The number below the knob indicates the total amount of change of the times, relative to each other. For example, a setting of 40ms means
that Delay 1's time is increased by 20ms and Delay 2's time is decreased by 20ms. This control operates in milliseconds regardless of whether the sync
switches next to the Time knobs are engaged.
To get a true ping-pong effect, the incoming signal must pass through only one of the delays first before traveling to the other delay, so set the controls as
follows: Crossfeed to 100%, Input Balance to either +100% or -100%, Regen Balance to 0%, Delay 1 Pan and Delay 2 Pan to opposite extremes. Note that
ODC's Crossfeed and other balance controls allow you to create a variety of effects that are more complex than a simple ping-pong delay.
The Desert Shores algorithm has independent Low Cut and High Cut knobs for controlling the filters.
Mecca - Reverse
Mecca is a reverse delay effect, that is, it plays the delayed sound backwards. It's a bit of a brain-bender on the inside, but basically it works by recording
one delay-length chunk of audio and playing that chunk backwards while simultaneously recording a new chunk. After the new chunk has been recorded it
begins playing that chunk backwards while another new chunk is recorded, and so on. Reverse delays work particularly well with sounds with a distinct
envelope, such as drums, guitar, piano, etc. They're also great on vocals, particularly if you're scoring a horror film about demonic possession. Mecca is
perhaps at its best when the delays are synced to your host DAW, the synchronized reverse sounds providing rhythmic counterpoint to the original sound.
Since the delayed audio is divided into chunks by the reversed playback, discontinuities in the delayed sound are inevitable. Mecca strives to reduce these
discontinuities with some clever crossfading of the beginning and ends of the reversed chunks. The Smoothing knob controls the length of this smoothing
interval. Turning up the knob lengthens the duration of the smoothing, reducing the potential for clicks in the audio with the possible drawback of reducing
transients in the sound. The knob has a range of zero to 100 msec (a tenth of a second) but use your ears to tailor the smoothing to suit your material.
The Reflect switch changes how audio is fed back through the delay lines. If Reflect is on, the reversed signal is used for feedback. This means that the sound
appears to switch direction with each recirculation, since if you reverse a sound twice you end up playing it forwards. If Reflect is off, or if the global Loop
switch is on, a separate, non-reversed signal is fed back and each repetition of the sound will play backwards,
The Mecca algorithm has independent Low Cut and High Cut knobs for controlling the filters.
Cactus - Dual-Delta
Cactus may be ODC's most idiosyncratic operating mode. Each delay operates as a variable-speed looper, playing back the recorded audio at any speed from
zero to twice normal, either forwards or backwards. In this mode the Delay 1 and 2 controls set the lengths of the looping buffers. Since the variable
playback speed can differ from the fixed recording speed, this algorithm doesn't produce predictable delay times. Also, because looping depends upon a
buffer of predictable length, the delay times can't be modulated in this mode, and don't respond well to host parameter automation.
The Speed 1 and Speed 2 knobs control the playing speed for the two buffers. The number below each knob represents the speed relative to the constant
recording speed. Negative values indicate backwards playing. For example, a value of 1.0x means that the audio is played normally, +2.0x means the audio
is played at twice its original speed, and -0.75x means that the audio is played backwards at three quarters of its original speed. Double-clicking either knob
resets it to its default setting of 1.0x.
The four selector switches to the right of the Speed 1 knob cause both speeds to jump between fixed values corresponding to musical intervals. For instance,
playing audio at twice its original speed raises its pitch by one octave, so clicking the Octave switch restricts the speeds to powers of two, such as 2.0x, 0.5x,
-0.25x (down two octaves and backwards), etc. The Fifth and Semitone switches confine the speeds to the corresponding intervals; the Fifth setting also
includes octaves. Note that these speed-quantization buttons affect modulation signals also.
The Respeed switch changes how audio is fed back through the buffers when the global Regen knob is turned up. If Respeed is on, the variable-speed
playback signal is used for feedback, so the audio will repeatedly move upwards or downwards in pitch each time it plays. If Respeed is off, or if the global
Loop switch is on, an unaltered copy of the audio in the buffer is fed back and each repetition of the sound will play at the speed set by the Speed knobs.
Normally the entire length of the buffer is played. If you turn up the Random knob, a randomly chosen fraction of the buffer is played instead, starting at a
randomly chosen position. The more you turn up the knob the greater the randomness.
When the playback speed in a looper differs from the recording speed, sooner or later the position of the newly recorded signal will collide with the position of
the played signal. This almost always produces some sort of discontinuity in the audio such as a small click. ODC attempts to ameliorate this inevitability with
the Smoothing knob. Turning up the Smoothing knob applies some ramping and crossfading to the playback signal in the vicinity of the recording position. The
higher the Smoothing setting the longer the ramping, which usually makes the transition less apparent. There's no theoretically perfect setting for this knob;
tune it to your source material by ear.
The Cactus mode has a single Color knob for controlling the filters.
Thermal - Multi-Tap
A basic digital delay is sort of like a long tube: sound enters at one end and eventually comes out the other end. The time it takes for the sound to travel the
length of the tube creates the delay. If you imagine cutting a hole in the tube halfway along its length, and listening at that hole, you'd hear the sound
delayed half as long as the sound emerging from the end of the tube
3
. If you were to cut several holes in the tube at different locations, put a mic next to
each, and mix the signals together, you'd get a sort of echo effect with several delayed copies of the sound. This is what a multi-tap delay does. The delayed
sound is gathered from not only the end of the delay buffer, but at several intermediate locations, or taps. The signals from each tap are added together to
produce a series of delayed copies of the sound.
Multi-tap delays are useful for producing rhythmic effects or simulating sound echoing from several different hard surfaces (referred to as "early reflections"
in reverb processors). Thermal, ODC's multi-tap mode, provides up to 16 equally spaced taps, each with adjustable volume level.
The two knobs labeled # Taps set the number of active taps per delay. The taps are equally spaced along the delay, so for example a setting of 2 divides the
delay into two equal-length delays, each with half of the time shown by the corresponding Time knob. A setting of 5 divides the delay into five segments, and
so on. The last tap always corresponds to the end of the delay, that is, the time set by the Time knob.
3
If you're thinking that doing this would require a really long tube, you're quite right. Bear with us for the sake of explanation, though. That said, someone did create a
commercial delay processor with a long, coiled hose with a speaker driver at one end and a microphone at the other end. Yes, really. Do an internet search for Cooper Time
Cube. It’s quite a device.
The vertical sliders labeled Delay Tap Levels set the volumes or gains for each of the taps. There are sixteen sliders for each delay, corresponding to the
maximum number of taps available for each delay. If the # Taps knob is set to fewer than 16, the same number of sliders are active (lit up) and the
remaining sliders are inactive (dimmed). The rightmost active slider controls the level of the last tap. The height of each slider sets the gain for each tap;
click and drag on a slider to set its level from zero to 100% or unity gain. Drag across several or all sliders to set their levels rapidly.
The Spread knob affects the time of both delay lines, offsetting the times set with the Times 1 and 2 knobs. This knob is bidirectional and has no effect when
left at its center position. Rotating it to the right from center increases the time of Delay 1 while decreasing the time of Delay 2; rotating it to the left has the
opposite effect. The number below the knob indicates the total amount of change of the times, relative to each other. For example, a setting of 40ms means
that Delay 1's time is increased by 20ms and Delay 2's time is decreased by 20ms. This control operates in milliseconds regardless of whether the Sync
switches next to the Time knobs are engaged. All of the taps are adjusted correspondingly, moving together or apart to maintain their equal division of the
overall delay time.
The Regen and Crossfeed knobs work as described above in the Common Controls section, with an additional detail: only the signal from the last active tap is
fed back.
The Thermal mode has independent Low Cut and High Cut knobs for controlling the filters.
Mirage - Multi-Head
ODC's Mirage mode owes its inspiration to an unusual electro-mechanical device from the previous century: the Eltro Information Rate Changer, produced by
Infotronic Systems, Inc. In brief, the Eltro is a tape player that has four playback heads instead of the usual single head. The heads are mounted on a
rotating cylinder. An electric motor spins the cylinder, causing the heads to move faster or slower relative to the speed of the tape moving past them. The
heads are equally spaced around the cylinder, so each head plays a short segment of the tape as it rotates into and out of contact with the tape. By mixing
the signals of all four heads together, the Eltro produced a (nearly) continuous playback of the audio on the tape, faster or slower than the originalor
backwards if the cylinder spun in the opposite direction. Coupled with a tape deck that could play at any speed, the Eltro was capable of playing audio faster
or slower than the original without changing its pitch, or changing its pitch without changing its speed. Nowadays we take this sort of manipulation of audio
for granted, but in 1967 digital audio processing was not yet possible and the Eltro was a technological marvel. There is an excellent description of it at this
website: http://www.wendycarlos.com/other/Eltro-1967/index.html
Note that the description "multi-head" refers to the four rotating heads in the Eltro, a system different than tape echo devices (e.g. the Maestro Echoplex)
which used several stationary playback heads. ODC's Thermal mode produces an effect similar to those devices.
Since all contemporary DAWs provide their own tools for pitch/time manipulation, we didn't attempt to clone the Eltro. Instead, Mirage is a sort of hybrid of a
looper and a delay with features inspired by the Eltro. The Delay Time knobs set the size of circular buffers in which the incoming audio is continuously
recorded. One to four equally spaced "heads" move around this buffer, playing the recorded audio. You can change the speed and direction of the motion of
the heads, thus changing the speed, pitch, and direction of the audio. The heads are aligned such that the first head is opposite the recording position. This
means that the apparent delay time between recording and playback is half that of the Delay Time setting. Of course, if the speed is set to something other
than 1.0, the apparent delay time changes continuously because the distance between the recording and playback locations changes continuously.
Because of the unusual configuration of this algorithm, the Delay Times are not available as modulation targets and don't respond well to parameter
automation.
The Speed knob changes the speed and direction at which the playback heads move. It has a range of -2 to +2. The default setting of 1.0 plays the audio at
the same rate and direction as it was recorded. Speeds greater than one play it faster, speeds less than one play it slower. Negative values play it backwards.
The four selector switches to the right of the Speed knob cause the speed to jump between fixed values corresponding to musical intervals. For instance,
playing audio at twice its original speed raises its pitch by one octave, so clicking the Octave switch restricts the speeds to powers of two, such as 2.0x, 0.5x,
-0.25x (down two octaves and backwards), etc. The Fifth and Semitone switches confine the speeds to the corresponding intervals; the Fifth setting also
includes octaves.
Note that these speed-quantization buttons affect modulation signals also.
The Respeed switch changes how audio is fed back through the buffers when the global Regen knob is turned up. If Respeed is on, the variable-speed
playback signal is used for feedback, so the audio will repeatedly move upwards or downwards in pitch each time it plays. If Respeed is off, or if the global
Loop switch is on, an unaltered copy of the audio in the buffer is fed back and each repetition of the sound will play at the speed set by the Speed knobs.
The Heads knob adjusts the levels of the signals from the four playback heads. You can think of it as a rotary switch which turns on from one to four of the
heads as you rotate it. The original hardware had no such control at all; all four heads always had full gain but only two heads came into contact with the
tape at a time, creating a crossfade as one head moved away from the tape as another approached it. While developing this mode we realized that providing
control over the simulated heads added quite a bit of flexibility, creating a sort of variable-speed multi-tap looping delay.
The first head is always on, since a plugin which doesn't make any sound just isn't very useful. Rotating the knob through the values up through four turns on
the corresponding number of heads. You'll notice, though, that the number displayed beneath the knob shows fractional values, for example, 3.14.
Intermediate values like this control the gain of the next head. Following that same example of 3.14, heads one through three will be fully on and have unity
gain, while the fourth head will be turned up only 14%.
As a further nod of the head(s) to the Eltro, the level of each head is affected by its distance to the recording position within the circular buffer. Since the
playback heads can move at a speed different than that of the recording position, sooner or later the playback position(s) and the recording position will
collide. Normally this would create a click in the audio. To avoid this, we reduce the level of a head's signal as it moves closer to the recording position,
reducing it all the way to zero (silence) when the two meet. This both gets around the click-inducing collision problem and adds to this mode's quirky
personality. If only one head is turned on, and if the speed is other than 1.0, you'll occasionally hear the signal disappear altogether when the recording and
playback positions coincide. So, just like the Eltro, using two or more heads means that you'll always hear something.
The Window knob also affects the gain of the signals produced by the playback heads. If you picture the Eltro's heads spinning away, moving away from and
closer to the tape in turn, you'll realize that the signal from each head doesn't simply switch off and on. There must be a little bit of a ramp created by the
distance between the head and the tape. Unfortunately, we don't have access to an actual Eltro, so we can only guess at the shape of this ramp. The Window
knob imparts a ramped shape to the gain of the heads as they rotate around the delay buffer, based on their distance to the recording position as described
previously. At its minimum setting, the Window knob produces a simple linear ramp equivalent to that distance: if the playback and recording positions
coincide, the gain is zero. If the playback position is halfway around the circular buffer relative to the recording position, that head has full gain. The result is
a simple triangular ramp. Turning up the Window knob makes the sides of the triangle steeper but clips the gain at a maximum value of unity, producing a
trapezoidal gain.
A low Window setting produces a relatively quiet signal because most of the buffer is played with a gain of less than 100%. Turning up the Window increases
the overall level of the signal because an increasing amount of the buffer is played with full gain. At the maximum setting, only a small dropout occurs when
the playback and record positions align. The Window knob affects all the levels from the heads equally, so turning up the Window increases the overlaps of
the signals from the heads and hence the overall volume of the signal emerging from the delays.
The Mirage algorithm has a single Color knob for controlling the filters.
Sky Valley - Granular
Last on our tour of desert cities is Sky Valley, ODC's granular delay mode. "Granular delay" means different things to different people, but it's fair to say that
a granular delay must be a delay effect which is somehow related to granular synthesis. Granular synthesis is based on the notion of playing back a
previously recorded sample by dividing it up into short segments called grains. These grains are played separately or layered together, and played at different
pitches, volumes, with different shapes, and so on. If we replace that previously recorded sample with a delay buffer which is continuously recording audio,
we have what we might call a granular delay. Instead of simply playing a delayed copy of the input signal, we can play the delayed signal at a different pitch,
or break it apart and play pieces of it scattered in pitch, time or both.
ODC's granular delay provides one set of controls for both delay lines. The delay times, regeneration, and other global controls operate as usual, but the
following parameters affect the granular processes for both delays.
The Pitch knob varies the perceived pitch of the grains by changing the speed at which each grain plays. The number below the knob presents the change in
pitch in semitones, and has a range of -36 to +12. At its default setting of zero, the grains play at normal speed, playing the delayed signal at its usual pitch.
Positive values raise the pitch, negative values lower it. In musical terms, this knob transposes the grains with a range of three octaves lower to one octave
higher.
The four selector switches to the right of the Pitch knob constrain the knob to musical intervals. The bottom setting of Free leaves the Pitch knob
unconstrained, so you can tune it by ear. At the risk of stating the obvious the Semitone and Octave setting cause the pitch to change by semitones and
octaves respectively. The Fifth setting is slightly less obvious: it constrains the pitch to fifths and octaves. Note that these pitch-quantization buttons affect
modulation signals also.
The Pitch Random knob causes random variations in pitch in each grain. Small amounts of randomization can produce blurring or chorusing effects; large
amounts break the grains apart, creating detuned clouds of sound. The Pitch Random function is not affected by the pitch-quantization switches.
Turning on the Regrain switch routes the granulated sound back into the delay lines when the Regen knob is turned up. As the signal recirculates through the
delay, the granular processor repeatedly breaks it apart, changing its pitch and/or shape. If the Regrain switch is off, the feedback signal returns to the delay
without alteration, so successive repeats are affected only once by the granular processor.
The Size knob sets the duration of the grains. Traditionally, granular synthesis techniques use fairly short grains, in the range of around 1-50 msec. To
provide a broad range of effects, ODC's grain size can be as long as one second. Adjusting the grain size can produce smoother pitch-shifting effects with
different source material, but mostly the Size knob is present to create a more or less "grainy" sound.
Turning up the Scatter knob imparts random delays to the onset of the grains. This separates the grains from one another, breaking apart the original audio
signal. The more you turn up (or modulate) the Pitch Random and Scatter knobs, the less the delayed signal will resemble the original.
The Sky Valley algorithm has independent Low Cut and High Cut knobs for controlling the filters.
Modulation
ODC has several sources of modulationthat is, signals which can change the values of ODC's parameters. If you're familiar with synthesizers either hard or
soft, or some other effects plugins such as our Discord pitch manipulator, you'll recognize ODC's modulators.
LFO 1, 2
ODC has a pair of low-frequency oscillators, or LFOs, which generate repeating signals. The two LFOs are identical but operate independently.
The Rate knob controls determine how fast the output of the LFO varies over time. They operate either in units of frequency (Hertz, or cycles per second), or
in metrical units. The LFO’s rate can be set from one cycle every 100 seconds (or 0.01 cycles per second, abbreviated 0.01 Hz) to 14 cycles every second (14
Hz). If you click the sync switchthe clock-shaped icon to the left of the LFO's titlethe Rate control operates in metrical units, or fractions of a measure.
When the sync switch is engaged, the LFO synchronizes to your host DAW's tempo and transport position. The Rate knob then sets the LFO's cyclic speed in
rhythmic units, ranging from 2/1 or one cycle every two measures to 1/32 or 32 cycles per measure. A "D" in the displayed value means a dotted-note
length, while a "T" represents a triplet length.
The shape of the LFO’s output is controlled with the Shape and Skew knobs. The Shape knob adjusts the basic shape
of the signal, morphing it smoothly through three standard shapes: a sine wave, a triangle wave, and a square
wave.
The Skew knob adjusts the horizontal symmetry of the wave, and has a different effect depending on the wave’s
initial shape. For example, if the Shape knob is set to produce a triangle wave, the Skew knob varies the wave from
a downward-sloping ramp to a rising ramp. If the Shape is set to a square wave, the Skew knob varies the duty
cycle of the wave. Skewing the sine wave bends it into a sort of curved ramp wave, either rising or falling depending
on which direction you skew it.
Finally, the Level knob sets the amplitude or size of the LFO's output. The higher the level, the more the LFO changes
all the parameters it is modulating. You can also change the LFO's influence on the parameters individually, which
we'll get to when we talk about modulation routing in the next section.
A moving graph above the knobs shows you the combined effects of the Rate, Shape, Skew and Level knobs.
Envelope Follower
The Envelope Follower generates a signal by measuring the loudness or amplitude of signals arriving at ODC's inputs. The resulting signal can be used,
among other things, to recreate the "dynamic" or ducked delay effect made famous by a particular hardware delay processor produced by a Danish company
late in the previous century. In a ducked delay, the level of the delayed signal is reduced ("ducked") as the input signal becomes louder, and then increased
in the absence of the input signal, such that the delayed signal doesn't obscure the original signal.
The graphical sidechain switch changes the input signal routing for the envelope follower. If this switch is turned off,
the envelope follower receives the main audio input for the plugin. Stereo signals are summed to mono since the
envelope follower emits a monophonic modulation signal. If the switch is on, the envelope follower receives signals
from the sidechain audio input, which presumably originates in a different track in your DAW. Each host has its own
way of setting up sidechain connections, so you'll have to refer to your host's manual if you haven't done this before.
In general, you'll probably need to both turn on the sidechain input for ODC using its own switch, then enable a
sidechain input for ODC with a switch provided by the DAW, then choose the source of the sidechain signal with a
popup menu also provided by your DAW.
The HPF knob controls the operating frequency of a high-pass filter applied to the envelope follower's input signal.
Turning the knob up increases the cutoff frequency of the filter, removing more low frequencies from the signal.
Adjusting this filter can make the envelope follower more responsive to transient signals by removing low-frequency
rumble from the input.
The Sense knob simply boosts or attenuates the level of the input signal. Turn it clockwise to raise the signal level, anti-clockwise to lower it.
The Attack knob governs how quickly the envelope follower responds to rising input signals. At its minimum setting of zero, the envelope follower modulation
signal increases just as quickly (or slowly) as the input signal increases. Turning the knob up slows down the envelope follower, which can make it less
twitchy when responding to individual notes or create slowly swelling effects.
Similarly, the Decay knob controls how quickly the envelope modulation signal returns to zero when the input signal falls. Turning it up slows down the
response, making the modulation signal smoother.
A moving graph above the knobs shows the envelope follower's output and can be particularly useful for seeing how the Attack and Decay knobs adjust its
response.
Modulation Routing
ODC's modulation routing uses a simple system devoid of the clutter of simulated patch cords. Whenever you click on (almost) any of the global, algorithm-
specific, or diffuser knobs, the pane at the lower right corner changes its title to match the control you clicked. The three knobs labeled LFO1, LFO2, and Env
control how much each of the three modulation sources affect that parameter. The knobs are bidirectional; at their default, center position there is no
modulation connection between the source and destination. Turning a knob clockwise means that the associated modulator increases the target parameter;
turning it anti-clockwise causes the modulator to decrease the target parameter. If you adjust more than one of these knobs for a given target, the
modulation signals are added together before arriving at the target. The moving line shows this modulation signal. Also, an animated arc on the perimeter of
the parameter's knob shows you the range over which the modulation is altering the parameter. As with all other knobs, double-clicking a modulation knob
returns it to its default position, removing the modulation connection.
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